Molten Metal Arrows: An arrow that melts after it leaves the bow, causes fire and phisical damage with a splash radius (range and speed reduced).

Charged Spikes: Fires an arrow with a mace like arrowhead, explodes on impact sending electricaly arced spikes flying in all directions (range and speed is severely reduced)

Ugh... just reminds me how slow arrows go in the diablo series. Always been a pet peeve of mine. Arrows should fly fast. Then it would be alright to slow them down with a skill. But if they keep the same speed, plus you slow them more, you might as well have slow missile triggered...

Imo, arrows should fly faster than the D2 arrows, but not as fast as the TL arrows. Right in between would be great.

Ugh... just reminds me how slow arrows go in the diablo series. Always been a pet peeve of mine. Arrows should fly fast. Then it would be alright to slow them down with a skill. But if they keep the same speed, plus you slow them more, you might as well have slow missile triggered...

Imo, arrows should fly faster than the D2 arrows, but not as fast as the TL arrows. Right in between would be great.

I agree, arrows should travel at the speed of arrows.

Quote from "scyberdragon" »

I think a ranged class with a tree to improve arrows, one tree for traps and possibly a tree for a single pet

I think there is room for more than one pet. Maybe several pets that use each others strengths to gain an advantage. Maybe shaman and underling pets. Your shaman would revive the underlings and your underlings would protect the shaman.I'm sure one of you could come up with a more intuitive pet mechanic, my brain is fried.

I think traps similar to the assassin except with a more mechanical feel. Like ones that shoot out arrows or maybe two are thrown out with a trip wire that causes an explosion.

If they were indeed more mechanical I might like them. I really disliked the assassin traps because most of them boiled down to being fire and lightning gun turrets. I wouldn't mind trip wires, or perhaps mines that shot off arrows/spikes. I also think if they go with traps they should take a second to set up instead of the previous system of run t a crowd and drop a bunch of turrets in it.

All in all, I'd rather see traps be left as part of the dungeons but not used as offensive skills. I'd like to the final class to have a ranged(bow) tree, a medium range weapon tree(whips would be a great addition) and a skill tree centered around having a single tank summon(possible be able to pick from three or so).

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